View Settings

Below we will consider view settings as the required parameter for the function c3dinstance.createView(..).

The view settings, unlike view options, are not constant throughout the existence of a viewport and can be changed by calling the appropriate commands.

Basic type of view settings (TypeScript):

 export type ModelViewSettings = {
     environment?:{
         /**
          * background of the model view
          */
         background?:BackgroundParams
         /**
          * lightings settings of the model view
          */
         lightings?:LightingsParams
         /**
          * Default values
          */
         default?:{
             /**
              * Camera params.
              * Default: ISO, Orthogonal
              */
             camera?:CameraParams
             /**
              * Render mode
              * Default: shaded
              */
             renderMode?:RenderMode
             /**
             * View marker params.
             * Default: Bottom right, Visible
             */
             viewMarker?:ViewMarkerParams
         }
     }
     /**
     * workspace settings
     */
     workspace?:WorkspaceParams
 }

Each field of this type represents so called params which are united into C3DModelViewParams. C3D Web Viewer API provides them to change different visual properties of C3DModelView.

Note

The type ModelViewSettings is just a common variant of a settings structure. This typed object itself doesn’t change params in Viewer API directly! It only stores API settings data.

Setting Parameters

C3D Web Viewer API allows the user to assign any properties of C3DModelViewParams with custom values. It becomes possible through the method of C3DModelView interface:

export interface C3DModelView {
    ...
    setParameters(parameters: settings.C3DModelViewParams): any
    ...
}

As a parameter this function takes an object with the following type:

export type C3DModelViewParams = {
    name: "lightings";
} & LightingsParams | {
    name: "camera";
} & CameraParams & Animate | {
    name: "background";
} & (BackgroundParams) | {
    name: "renderMode";
} & RenderModeParam | {
    name:"viewMarker";
} & ViewMarkerParams{
    name: "workspace";
} & WorkspaceParams;

As you can see this union type consists of multiple types each of which have:

  • the required property name that describes a name of specific params;

  • type that describes other properties of each params.

We will consider all existing params types a little later.

Example of setting BackgroundParams properties (TypeScript):

view.setParameters({
    name: 'background', // name of 'params'
    // the rest properties are from 'BackgroundParams'
    brush: 'LinearGradient',
    color_1: color_1,
    color_2: color_2
})

Note

The method setParameters() changes values of params properties directly in C3D Web Viewer API. Once you call this function, you will see real changes in the Vision graphics scene.

Now let’s consider the meaning of all the properties in the view settings.

Property ‘Background’

This parameter can be specified via ModelViewSettings.environment.background here.

For now, there’re only two types of background available: solid and gradient.

The first type can be configured by the following object type.

Solid background type (TypeScript):

export type SolidBackground = {
    brush:"Solid"
    r:number
    g:number
    b:number
}

SolidBackground.r, SolidBackground.g and SolidBackground.b are combined into a RGB group of selected color. Each color part can have a value ranged from 0 to 255.

The gradient background has a different initialization.

Gradient background type (TypeScript):

export type LinearGradientBackground = {
    brush:"LinearGradient"
    color_1:{
        r:number
        g:number
        b:number
    }
    color_2:{
        r:number
        g:number
        b:number
    }
}

There’re two colors defined here using RGB, as well as for a color in the solid background.

Note

At the moment, there’s only one direction of the background gradient filling available. It’s from bottom (color_1) to top (color_2).

Important

If you have a version less than 1.5.0, then use letters in upper case to indicate color in background settings (“R”, “G” and “B”).

You can change the background via this method here:

view.setParameters({
    name: 'background',
    brush: 'LinearGradient',
    color_1: color_1,
    color_2: color_2
})

It takes BackgroundParams typed object as a parameter here.

Property ‘Lightings’

This parameter can be specified via ModelViewSettings.environment.lightings here.

Common lighting object type (TypeScript):

export type LightingsParams = {
    enable?: boolean,
    sources?:(DirectLightSource|PointLightSource|SpotLightSource)[]
}

At the same time, there can be multiple light sources (LightingsParams.sources) with white color as default. However, each source can have different type:

  • direct. It behaves mainly like the sun. Directional lights can be considered as distant light sources which exist infinitely far away. A Directional Light doesn’t have any identifiable source position and so the light object can be placed anywhere in a scene (position). All objects in a scene are illuminated (color) as if a light is always from the same direction. The distance of the light from the target object isn’t defined and so the light doesn’t diminish.

    export type DirectLightSource = {
        type: "Direct"
        position: C3DViewPoint
        color?: C3DViewRGB
    }
    
  • point. A Point Light is located at a point in space (position) and sends light (color) out in all directions equally. The direction of a light hitting a surface is a line from the point of contact back to the center of a light object. The intensity diminishes with distance from the light (attenuationConst and attenuationLinear), reaching zero at a specified range. Light intensity is inversely proportional to the square of the distance from the source. This is known as ‘inverse square law’ and is similar to how light behaves in the real world.

    export type PointLightSource = {
        type: "Point"
        position: C3DViewPoint
        attenuationConst: number
        attenuationLinear: number
        color?: C3DViewRGB
    }
    
  • spot. Like a Point Light, a Spot Light has a specified location (position) and range (attenuationConst and attenuationLinear) over which the light (color) falls off. However, a Spot Light is constrained to an angle (cutoffAngle), resulting in a cone-shaped region of illumination (direction). The center of the cone points in the forward (Z) direction of the light object. Light also diminishes at the edges of a Spot Light’s cone (spotExponent). Widening the angle increases the width of the cone and with it increases the size of this fade, known as the ‘penumbra’.

    export type SpotLightSource = {
        type: "Spot"
        position: C3DViewPoint
        direction: C3DViewPoint
        attenuationConst: number
        attenuationLinear: number
        cutoffAngle: number
        spotExponent: number
        color?: C3DViewRGB
    }
    

Point object type used in lighting (TypeScript):

export type C3DViewPoint = {
    x: number
    y: number
    z: number
}

Object type for RGB color used in lighting (TypeScript):

export type C3DViewRGB = {
    r: number
    g: number
    b: number
}

Initializing Camera

This parameter can be specified via ModelViewSettings.environment.default.camera here.

Common camera param type (TypeScript):

export type CameraParams = {
    orientation?: StandardCameraOrientation|CustomCameraOrientation
    projection?: CameraProjection
    stdUpVector?: StdCameraUpVectorsList
}

The camera parameter sets:

  • camera orientation (orientation): standard or custom.

  • projection: CameraProjection.Perspective ("Perspective") or CameraProjection.Orthogonal ("Orthogonal").

  • axis pointing up for standard camera orientation (stdUpVector):

    • StdCameraUpVectorsList.XAxios (0): X axios;

    • StdCameraUpVectorsList.YAxios (1): Y axios;

    • StdCameraUpVectorsList.ZAxios (2): Z axios.

You can change the camera via this method here:

view.setParameters({
    name: 'camera',
    // changing only 'projection' property of 'CameraParams'
    projection
})

It takes CameraParams typed object as a parameter here.

Standard Camera Orientation

Constant

Value

Description

StdCameraOrientationsList.Left

"Left"

Left position

StdCameraOrientationsList.Right

"Right"

Right position

StdCameraOrientationsList.Up

"Up"

Top position

StdCameraOrientationsList.Down

"Down"

Down position

StdCameraOrientationsList.Front

"Front"

Front position

StdCameraOrientationsList.Rear

"Rear"

Back position

StdCameraOrientationsList.ISO

"ISO"

Isometric position

Custom Camera Orientation

To customize camera orientation, instead of using enum constant or a string value of standard orientation, you should set up an object with the following type.

Custom camera orientation object type (TypeScript):

 export type CustomCameraOrientation = {
    type:"custom",
    eyeVector: {
        x:number,
        y:number,
        z:number,
    }, 
    upVector: {
        x:number,
        y:number,
        z:number,
    },
    target?: {
        x:number,
        y:number,
        z:number,
    },
    distance?:number,
}

Property

Description

eyeVector

The eye vector on target.

upVector

The up vector of the camera.

target

Target position of the camera.

distance

The distance from the target to the eye position.

Note

The camera settings can be changed via command.

Initializing Render Mode

This parameter can be specified via ModelViewSettings.environment.default.renderMode here.

Available render modes:

  • “shaded”: only model surfaces are shown.

  • “wireFrame”: only edges are shown.

  • “shadedAndWireFrame”: model surfaces and edges are shown together.

The render mode can be specified using the usual constant.

You can change the renderMode via this method here:

view.setParameters({
    name: 'renderMode',
    mode
})

It takes RenderModeParam typed object as a parameter here.

Property ‘Marker’

Marker view

The marker shows the current position of the camera relative to the main coordinate axes. It can be hidden or placed at one of the four corners of the viewport.

This parameter can be specified via ModelViewSettings.viewMarker here.

Marker object type (TypeScript):

export type ViewMarkerParams = {
    position? : C3DViewScreenPosition
    visible? : boolean
}

where C3DViewScreenPosition is enum variant:

export enum C3DViewScreenPosition {
    TopLeft = "topLeft",
    TopRight = "topRight",
    BottomLeft = "bottomLeft",
    BottomRight = "bottomRight"
}

Marker object type includes:

  • position: required marker position in the viewport (the default value is C3DViewScreenPosition.TopLeft);

  • visible: required visible state of the marker (there isn’t the default value, but if it’s set to true or false, the marker visibility is changed).

Property ‘Workspace’

This parameter can be specified via ModelViewSettings.workspace here.

Workspace object type (TypeScript):

export type WorkspaceParams = {
    // dynamic loading
    dynamic_build?: boolean
    // unload dynamic loaded geometry
    unload_loaded?: boolean
    colors?:{
        // color of highlighted geometry mesh
        highlightedMesh?: C3DViewRGB
        // color of selected geometry mesh
        selectedMesh?: C3DViewRGB
        // color of highlighted geometry wireframe
        highlightedWireframe?: C3DViewRGB
        // color of selected geometry wireframe
        selectedWireframe?: C3DViewRGB
        //
        groups?: ColorGroup[]
    }
},

where C3DViewRGB is just an object of RGB color combination:

export type C3DViewRGB = {
    r: number
    g: number
    b: number
}

Workspace object type includes:

  • dynamic_build: dynamic model loading (the default value is false);

  • unload_loaded: clears up models loaded before adding a new model to workspace (the default value is false);

  • colors.highlightedMesh: mesh highlighting color (the default value is red);

  • colors.selectedMesh: mesh selection color (the default value is green);

  • colors.highlightedWireframe: edges highlighting color (the default value is white);

  • colors.selectedWireframe: edges selection color (the default value is white);

  • colors.groups: an array of groups that store data for material rendering layers.

We should give special attention to colors.groups. So, each group in array represents data for a Vision rendering layer. Any layer can be applied to any node or nodes of a model by command. We can also call this coloration of a node. Any group has a type:

export type ColorGroup =
{
    index: number // any number other than 0
    color?: C3DViewRGB
    opacity?: number // [0.0 - 1.0]
},

where:

  1. The property index describes a number and is used to set a group data to a specific rendering layer. The number should be greater than 0.

    Note

    The index can be 0, but in this case such color group represents the default group and is used to reset material properties of specific nodes to default, i.e. it cancels colorizing.

  2. The color stores RGB representation of a color.

  3. The opacity specifies the value of opacity for a node. The default value (when opacity is undefined) is 1.

You can change the workspace via this method here:

view.setParameters({
    name: 'workspace',
    colors: {
        highlightedMesh,
        highlightedWireframe,
        selectedMesh,
        selectedWireframe,
        groups
    }
})

It takes WorkspaceParams typed object as a parameter here.

Example

Example of view settings (TypeScript):

{
    environment: {
        background: {
            brush: "LinearGradient",
            color_1: {
                r: 255,
                g: 255,
                b: 255
            },
            color_2: {
                r: 200,
                g: 235,
                b: 255
            }
        },
        default: {
            camera: {
                orientation: {
                    type: "standard",
                    value: "Front"
                },
                projection: "Orthogonal"
            },
            renderMode: "shaded"
        }
    },
    workspace: {
        colors: {
            highlightedMesh: {
                r: 200,
                g: 0,
                b: 0
            },
            selectedMesh: {
                r: 0,
                g: 200,
                b: 0
            },
            highlightedWireframe: {
                r: 250,
                g: 70,
                b: 70
            },
            selectedWireframe: {
                r: 70,
                g: 250,
                b: 70
            },
            groups: [
                {
                    index: 1,
                    color: {
                        r: 255.0,
                        g: 130.0,
                        b: 130.0
                    }
                },
                {
                    index: 2,
                    color: {
                        r: 30.0,
                        g: 170.0,
                        b: 30.0
                    }
                },
                {
                    index: 3,
                    color: {
                        r: 30.0,
                        g: 30.0,
                        b: 170.0
                    }
                }
            ]
        }
    }
}